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/*
* Copyright 2016 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef OBOE_STREAM_H_
#define OBOE_STREAM_H_
#include <atomic>
#include <cstdint>
#include <ctime>
#include <mutex>
#include "oboe/Definitions.h"
#include "oboe/ResultWithValue.h"
#include "oboe/AudioStreamBuilder.h"
#include "oboe/AudioStreamBase.h"
/** WARNING - UNDER CONSTRUCTION - THIS API WILL CHANGE. */
namespace oboe {
/**
* The default number of nanoseconds to wait for when performing state change operations on the
* stream, such as `start` and `stop`.
*
* @see oboe::AudioStream::start
*/
constexpr int64_t kDefaultTimeoutNanos = (2000 * kNanosPerMillisecond);
/**
* Base class for Oboe C++ audio stream.
*/
class AudioStream : public AudioStreamBase {
friend class AudioStreamBuilder; // allow access to setWeakThis() and lockWeakThis()
public:
AudioStream() {}
/**
* Construct an `AudioStream` using the given `AudioStreamBuilder`
*
* @param builder containing all the stream's attributes
*/
explicit AudioStream(const AudioStreamBuilder &builder);
virtual ~AudioStream() = default;
/**
* Open a stream based on the current settings.
*
* Note that we do not recommend re-opening a stream that has been closed.
* TODO Should we prevent re-opening?
*
* @return
*/
virtual Result open() {
return Result::OK; // Called by subclasses. Might do more in the future.
}
/**
* Close the stream and deallocate any resources from the open() call.
*/
virtual Result close();
/**
* Start the stream. This will block until the stream has been started, an error occurs
* or `timeoutNanoseconds` has been reached.
*/
virtual Result start(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
/**
* Pause the stream. This will block until the stream has been paused, an error occurs
* or `timeoutNanoseconds` has been reached.
*/
virtual Result pause(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
/**
* Flush the stream. This will block until the stream has been flushed, an error occurs
* or `timeoutNanoseconds` has been reached.
*/
virtual Result flush(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
/**
* Stop the stream. This will block until the stream has been stopped, an error occurs
* or `timeoutNanoseconds` has been reached.
*/
virtual Result stop(int64_t timeoutNanoseconds = kDefaultTimeoutNanos);
/* Asynchronous requests.
* Use waitForStateChange() if you need to wait for completion.
*/
/**
* Start the stream asynchronously. Returns immediately (does not block). Equivalent to calling
* `start(0)`.
*/
virtual Result requestStart() = 0;
/**
* Pause the stream asynchronously. Returns immediately (does not block). Equivalent to calling
* `pause(0)`.
*/
virtual Result requestPause() = 0;
/**
* Flush the stream asynchronously. Returns immediately (does not block). Equivalent to calling
* `flush(0)`.
*/
virtual Result requestFlush() = 0;
/**
* Stop the stream asynchronously. Returns immediately (does not block). Equivalent to calling
* `stop(0)`.
*/
virtual Result requestStop() = 0;
/**
* Query the current state, eg. StreamState::Pausing
*
* @return state or a negative error.
*/
virtual StreamState getState() const = 0;
/**
* Wait until the stream's current state no longer matches the input state.
* The input state is passed to avoid race conditions caused by the state
* changing between calls.
*
* Note that generally applications do not need to call this. It is considered
* an advanced technique and is mostly used for testing.
*
* <pre><code>
* int64_t timeoutNanos = 500 * kNanosPerMillisecond; // arbitrary 1/2 second
* StreamState currentState = stream->getState();
* StreamState nextState = StreamState::Unknown;
* while (result == Result::OK && currentState != StreamState::Paused) {
* result = stream->waitForStateChange(
* currentState, &nextState, timeoutNanos);
* currentState = nextState;
* }
* </code></pre>
*
* If the state does not change within the timeout period then it will
* return ErrorTimeout. This is true even if timeoutNanoseconds is zero.
*
* @param inputState The state we want to change away from.
* @param nextState Pointer to a variable that will be set to the new state.
* @param timeoutNanoseconds The maximum time to wait in nanoseconds.
* @return Result::OK or a Result::Error.
*/
virtual Result waitForStateChange(StreamState inputState,
StreamState *nextState,
int64_t timeoutNanoseconds) = 0;
/**
* This can be used to adjust the latency of the buffer by changing
* the threshold where blocking will occur.
* By combining this with getXRunCount(), the latency can be tuned
* at run-time for each device.
*
* This cannot be set higher than getBufferCapacity().
*
* @param requestedFrames requested number of frames that can be filled without blocking
* @return the resulting buffer size in frames (obtained using value()) or an error (obtained
* using error())
*/
virtual ResultWithValue<int32_t> setBufferSizeInFrames(int32_t /* requestedFrames */) {
return Result::ErrorUnimplemented;
}
/**
* An XRun is an Underrun or an Overrun.
* During playing, an underrun will occur if the stream is not written in time
* and the system runs out of valid data.
* During recording, an overrun will occur if the stream is not read in time
* and there is no place to put the incoming data so it is discarded.
*
* An underrun or overrun can cause an audible "pop" or "glitch".
*
* @return a result which is either Result::OK with the xRun count as the value, or a
* Result::Error* code
*/
virtual ResultWithValue<int32_t> getXRunCount() const {
return ResultWithValue<int32_t>(Result::ErrorUnimplemented);
}
/**
* @return true if XRun counts are supported on the stream
*/
virtual bool isXRunCountSupported() const = 0;
/**
* Query the number of frames that are read or written by the endpoint at one time.
*
* @return burst size
*/
virtual int32_t getFramesPerBurst() = 0;
/**
* Get the number of bytes in each audio frame. This is calculated using the channel count
* and the sample format. For example, a 2 channel floating point stream will have
* 2 * 4 = 8 bytes per frame.
*
* @return number of bytes in each audio frame.
*/
int32_t getBytesPerFrame() const { return mChannelCount * getBytesPerSample(); }
/**
* Get the number of bytes per sample. This is calculated using the sample format. For example,
* a stream using 16-bit integer samples will have 2 bytes per sample.
*
* @return the number of bytes per sample.
*/
int32_t getBytesPerSample() const;
/**
* The number of audio frames written into the stream.
* This monotonic counter will never get reset.
*
* @return the number of frames written so far
*/
virtual int64_t getFramesWritten();
/**
* The number of audio frames read from the stream.
* This monotonic counter will never get reset.
*
* @return the number of frames read so far
*/
virtual int64_t getFramesRead();
/**
* Calculate the latency of a stream based on getTimestamp().
*
* Output latency is the time it takes for a given frame to travel from the
* app to some type of digital-to-analog converter. If the DAC is external, for example
* in a USB interface or a TV connected by HDMI, then there may be additional latency
* that the Android device is unaware of.
*
* Input latency is the time it takes to a given frame to travel from an analog-to-digital
* converter (ADC) to the app.
*
* Note that the latency of an OUTPUT stream will increase abruptly when you write data to it
* and then decrease slowly over time as the data is consumed.
*
* The latency of an INPUT stream will decrease abruptly when you read data from it
* and then increase slowly over time as more data arrives.
*
* The latency of an OUTPUT stream is generally higher than the INPUT latency
* because an app generally tries to keep the OUTPUT buffer full and the INPUT buffer empty.
*
* @return a ResultWithValue which has a result of Result::OK and a value containing the latency
* in milliseconds, or a result of Result::Error*.
*/
virtual ResultWithValue<double> calculateLatencyMillis() {
return ResultWithValue<double>(Result::ErrorUnimplemented);
}
/**
* Get the estimated time that the frame at `framePosition` entered or left the audio processing
* pipeline.
*
* This can be used to coordinate events and interactions with the external environment, and to
* estimate the latency of an audio stream. An example of usage can be found in the hello-oboe
* sample (search for "calculateCurrentOutputLatencyMillis").
*
* The time is based on the implementation's best effort, using whatever knowledge is available
* to the system, but cannot account for any delay unknown to the implementation.
*
* @deprecated since 1.0, use AudioStream::getTimestamp(clockid_t clockId) instead, which
* returns ResultWithValue
* @param clockId the type of clock to use e.g. CLOCK_MONOTONIC
* @param framePosition the frame number to query
* @param timeNanoseconds an output parameter which will contain the presentation timestamp
*/
virtual Result getTimestamp(clockid_t /* clockId */,
int64_t* /* framePosition */,
int64_t* /* timeNanoseconds */) {
return Result::ErrorUnimplemented;
}
/**
* Get the estimated time that the frame at `framePosition` entered or left the audio processing
* pipeline.
*
* This can be used to coordinate events and interactions with the external environment, and to
* estimate the latency of an audio stream. An example of usage can be found in the hello-oboe
* sample (search for "calculateCurrentOutputLatencyMillis").
*
* The time is based on the implementation's best effort, using whatever knowledge is available
* to the system, but cannot account for any delay unknown to the implementation.
*
* @param clockId the type of clock to use e.g. CLOCK_MONOTONIC
* @return a FrameTimestamp containing the position and time at which a particular audio frame
* entered or left the audio processing pipeline, or an error if the operation failed.
*/
virtual ResultWithValue<FrameTimestamp> getTimestamp(clockid_t /* clockId */);
// ============== I/O ===========================
/**
* Write data from the supplied buffer into the stream. This method will block until the write
* is complete or it runs out of time.
*
* If `timeoutNanoseconds` is zero then this call will not wait.
*
* @param buffer The address of the first sample.
* @param numFrames Number of frames to write. Only complete frames will be written.
* @param timeoutNanoseconds Maximum number of nanoseconds to wait for completion.
* @return a ResultWithValue which has a result of Result::OK and a value containing the number
* of frames actually written, or result of Result::Error*.
*/
virtual ResultWithValue<int32_t> write(const void* /* buffer */,
int32_t /* numFrames */,
int64_t /* timeoutNanoseconds */ ) {
return ResultWithValue<int32_t>(Result::ErrorUnimplemented);
}
/**
* Read data into the supplied buffer from the stream. This method will block until the read
* is complete or it runs out of time.
*
* If `timeoutNanoseconds` is zero then this call will not wait.
*
* @param buffer The address of the first sample.
* @param numFrames Number of frames to read. Only complete frames will be read.
* @param timeoutNanoseconds Maximum number of nanoseconds to wait for completion.
* @return a ResultWithValue which has a result of Result::OK and a value containing the number
* of frames actually read, or result of Result::Error*.
*/
virtual ResultWithValue<int32_t> read(void* /* buffer */,
int32_t /* numFrames */,
int64_t /* timeoutNanoseconds */) {
return ResultWithValue<int32_t>(Result::ErrorUnimplemented);
}
/**
* Get the underlying audio API which the stream uses.
*
* @return the API that this stream uses.
*/
virtual AudioApi getAudioApi() const = 0;
/**
* Returns true if the underlying audio API is AAudio.
*
* @return true if this stream is implemented using the AAudio API.
*/
bool usesAAudio() const {
return getAudioApi() == AudioApi::AAudio;
}
/**
* Only for debugging. Do not use in production.
* If you need to call this method something is wrong.
* If you think you need it for production then please let us know
* so we can modify Oboe so that you don't need this.
*
* @return nullptr or a pointer to a stream from the system API
*/
virtual void *getUnderlyingStream() const {
return nullptr;
}
/**
* Launch a thread that will stop the stream.
*/
void launchStopThread();
/**
* Update mFramesWritten.
* For internal use only.
*/
virtual void updateFramesWritten() = 0;
/**
* Update mFramesRead.
* For internal use only.
*/
virtual void updateFramesRead() = 0;
/*
* Swap old callback for new callback.
* This not atomic.
* This should only be used internally.
* @param dataCallback
* @return previous dataCallback
*/
AudioStreamDataCallback *swapDataCallback(AudioStreamDataCallback *dataCallback) {
AudioStreamDataCallback *previousCallback = mDataCallback;
mDataCallback = dataCallback;
return previousCallback;
}
/*
* Swap old callback for new callback.
* This not atomic.
* This should only be used internally.
* @param errorCallback
* @return previous errorCallback
*/
AudioStreamErrorCallback *swapErrorCallback(AudioStreamErrorCallback *errorCallback) {
AudioStreamErrorCallback *previousCallback = mErrorCallback;
mErrorCallback = errorCallback;
return previousCallback;
}
/**
* @return number of frames of data currently in the buffer
*/
ResultWithValue<int32_t> getAvailableFrames();
/**
* Wait until the stream has a minimum amount of data available in its buffer.
* This can be used with an EXCLUSIVE MMAP input stream to avoid reading data too close to
* the DSP write position, which may cause glitches.
*
* @param numFrames minimum frames available
* @param timeoutNanoseconds
* @return number of frames available, ErrorTimeout
*/
ResultWithValue<int32_t> waitForAvailableFrames(int32_t numFrames,
int64_t timeoutNanoseconds);
/**
* @return last result passed from an error callback
*/
virtual oboe::Result getLastErrorCallbackResult() const {
return mErrorCallbackResult;
}
protected:
/**
* This is used to detect more than one error callback from a stream.
* These were bugs in some versions of Android that caused multiple error callbacks.
* Internal bug b/63087953
*
* Calling this sets an atomic<bool> true and returns the previous value.
*
* @return false on first call, true on subsequent calls
*/
bool wasErrorCallbackCalled() {
return mErrorCallbackCalled.exchange(true);
}
/**
* Wait for a transition from one state to another.
* @return OK if the endingState was observed, or ErrorUnexpectedState
* if any state that was not the startingState or endingState was observed
* or ErrorTimeout.
*/
virtual Result waitForStateTransition(StreamState startingState,
StreamState endingState,
int64_t timeoutNanoseconds);
/**
* Override this to provide a default for when the application did not specify a callback.
*
* @param audioData
* @param numFrames
* @return result
*/
virtual DataCallbackResult onDefaultCallback(void* /* audioData */, int /* numFrames */) {
return DataCallbackResult::Stop;
}
/**
* Override this to provide your own behaviour for the audio callback
*
* @param audioData container array which audio frames will be written into or read from
* @param numFrames number of frames which were read/written
* @return the result of the callback: stop or continue
*
*/
DataCallbackResult fireDataCallback(void *audioData, int numFrames);
/**
* @return true if callbacks may be called
*/
bool isDataCallbackEnabled() {
return mDataCallbackEnabled;
}
/**
* This can be set false internally to prevent callbacks
* after DataCallbackResult::Stop has been returned.
*/
void setDataCallbackEnabled(bool enabled) {
mDataCallbackEnabled = enabled;
}
/*
* Set a weak_ptr to this stream from the shared_ptr so that we can
* later use a shared_ptr in the error callback.
*/
void setWeakThis(std::shared_ptr<oboe::AudioStream> &sharedStream) {
mWeakThis = sharedStream;
}
/*
* Make a shared_ptr that will prevent this stream from being deleted.
*/
std::shared_ptr<oboe::AudioStream> lockWeakThis() {
return mWeakThis.lock();
}
std::weak_ptr<AudioStream> mWeakThis; // weak pointer to this object
/**
* Number of frames which have been written into the stream
*
* This is signed integer to match the counters in AAudio.
* At audio rates, the counter will overflow in about six million years.
*/
std::atomic<int64_t> mFramesWritten{};
/**
* Number of frames which have been read from the stream.
*
* This is signed integer to match the counters in AAudio.
* At audio rates, the counter will overflow in about six million years.
*/
std::atomic<int64_t> mFramesRead{};
std::mutex mLock; // for synchronizing start/stop/close
oboe::Result mErrorCallbackResult = oboe::Result::OK;
private:
// Log the scheduler if it changes.
void checkScheduler();
int mPreviousScheduler = -1;
std::atomic<bool> mDataCallbackEnabled{false};
std::atomic<bool> mErrorCallbackCalled{false};
};
/**
* This struct is a stateless functor which closes an AudioStream prior to its deletion.
* This means it can be used to safely delete a smart pointer referring to an open stream.
*/
struct StreamDeleterFunctor {
void operator()(AudioStream *audioStream) {
if (audioStream) {
audioStream->close();
}
delete audioStream;
}
};
} // namespace oboe
#endif /* OBOE_STREAM_H_ */